Archer Guide

The archer is a damage class, specializing in dispatching enemies at range, and relying heavily on their basic ranged attack. This guide is intended to be a starting point for learning to utilize your archer's strength. For further specialized reading, try the links and information in the post below. See the Glossary for a list of definitions for some of the abbreviations and slang used in this guide.

Stats'PURE'per 5 attribute points:1 Strength4 DexterityThe standard approach to stats is the 'Pure' build, where in for every level (5 attribute points), 1 point is allocated to strength, and 4 points are allocated to dexterity (yes: no points are ever allocated to vitality or magic). This build is all about firepower, more dexterity means faster kills, and faster kills mean safer archer. The 'pure' archer is conventionally believed to be superior in both PVE and PVP.

'HYBRID'While a consensus is difficult to reach, most archers can agree that points spent in magic are wasted points. Some archers however choose to allocate small amounts of vitality to bolster their survivability at the cost of damage, two such build are: 3 dexterity, 1 strength, 1 vitality per 5 points, or 7 dexterity, 2 strength, 1 vitality per 10 points.

Skills(Brief descriptions, and leveling advice)Archers have a wide and daunting range of abilities, the ones you choose to use, and with what regularity, may be personal, here nonetheless are some brief recommendations. See also Damage Penalties, and Playing Your Archer sections.

KEY:Max : Maximize this abilityEfct1 : Effective at level 1, you may decide to conserve mana by leaving it thereOpt : Levelling OptionalHalt : Levelling not advisedPace: Ability should be maximized, but not necessarily immediatelyNA : Usage of this ability Not Advised, generally leave it at level 1

OTHER SHOTSLightning Strike (Efct1, Opt) Adds damage, converts entire shot to metal elementThunder Shock (Efct1, Opt) Adds damage, converts entire shot to metal, reduces target metal resistanceDeadly Shot (Opt) High damage shot, long cast delayTake Aim (Efct1, Halt) Low damage for cast time but fire instantly by pressing twice to generate chiQuickshot (Halt) Ineffective for damage, but can be used for chi generation (not as effective as instant take aim for this purpose)Viscious Arrow (NA) Damage over time ability, low wood damage, generally not worth the cast delay or the manaSerrated Arrow (NA) Damage over time ability, low physical damage, generally not worth the cast delay or the manaStormrage Eagleon (NA) Metal damage over 30 seconds with a 30% slow effect, generally a poor usage of sparks as damage does not compete with advanced spark eruption, and sparks can be used more lucratively on other abilities in PVP

Damage PenaltiesRanged Weapons encounter a 50% damage penalty in melee; the metal damage abilities and the melee 'Winged pledge' and 'Wingspan' abilities however do not suffer this penalty, and can be used to deliver full weapon damage. There is also a 50% 'Air to Ground' Penalty, so try to avoid attacking targets on the ground while flying.

Playing Your ArcherGRINDING AND QUESTINGYour ability usage here will form regular patterns. Rely heavily on low mana abilities and regular attacks (the lowest mana ability). Your goal as always should be dispatching your enemy quickly, consuming the least MP/HP possible. All that follows in this section are recommendations.

PLAYER VS PLAYERBasic PVP Tactics (assumes use of a HP charm). Your ability usage here will depend on the conditions of the fight, and your target's class and armor-type. Individual fights, manouvres and strategies can be complex, following however are some basic PVP tips to get you in the right mindset.

Dealing Damage:-For arcane armor, focus on regular attacks-For heavy armor, focus on metal damage skills (Thunder Shock, Lightning Strike, Thunderous Blast)-For light armor, use a combination of regular attacks and metal skills-Try to find opportunities to do large bursts of damage to get past your opponents charm, Spark Eruptions are good for this.-Deadly Shot/Take Aim can be effective for sniping, but should generally only be used on unsuspecting targets, or those you can kill in a single attack.

FBsGenerally in these situations you will want to use only your standard ranged attack, and carefully to avoid pulling aggro. Your target should be that of the tank in your group (you may use 'Assist Attack' from your action menu while targetting your tank to acquire his target). An archer being more expendable than a cleric may choose to throw down their life for one... when picking up such a target, unless you are easily able to dispatch them, cast winged shell for your own protection, and run the monster to the tank.

BOSSESMonitoring your aggro here is essential, you should aim to NEVER pull aggro from a tank, as this will generally get you killed, occasionally kill the entire group, and ALWAYS make you look incredibly noobish.

As it is impossible to see your own accumulated threat, and your tanks accumulated threat, you should plan your attacking before the fight, and try to avoid guess-work mid-fight. My reccommendation is to choose your starting point based on the level and ability of the tank (the latter if you know it) i.e. for a tank of significantly higher level, start dealing damage at 95% boss HP, for a tank around your level start at 85-90%, for a tank 5 or more levels lower start damage at 80%, and for a tank 10 or more levels lower start at 65-75% boss HP; this method removes guess-work, and ensures the tank gets a solid headstart.

(49+) When you have it, you should use Sharpened Tooth Arrow with a level 1 ranged weapon after a few swings by your tank, reducing the bosses maximum HP, and forcing their current to the new maximum. Immediately after use, cancel your attack, and wait for your planned starting point (remembering that your starting point should now be later, as the bosses HP has been reduced by a percentage). You can calculate your new starting point if you choose to by taking your 75% (for example) starting point, and multiplying it by the remainder of the HP left after using Sharpened Tooth... E.G if your Sharpened Tooth reduces HP by 15%, 75% x 85% = approx 64% (your new starting point) -- this is something you'll get a feel for though.All percentage starting points listed above are examples, your own starting points should be adapted to your character, stat build, and most importantly your experiences (pulling aggro etc). If you choose to use this technique, find out what works for you.

ZHEN GROUPS (59+)A zhen group is a special AOE-grinding party for level 59+, to briefly describe it, archers and wizards stand in a central point, channelling a damage AOE, with a cleric channelling a healing AOE. Lurers, often on mounts, run monsters spawning nearby into the wizard/archer aoe, everything dies, and everyone gets large amounts of experience. There are special Zhen-friendly locations you will likely learn about from other players.

During zhen groups, which last a minimum 1 hour, training esotericas are used (boutique item), and as an archer you will also need to have an equipped MP charm (boutique item). Due to the high mana drain of the archer AOE, Barrage of Arrows, zhen groups are very expensive, keeping barrage at level 1 will make them slightly more affordable.

To begin a zhenning session, before the wizards/clerics begin their spells, the archer must duel a cleric or wizard and cast Barrage on them, after the duel ends and the mighty archer is victorious, the barrage will continue with that player as the focal point. Other players then begin their AOE and lurers begin to bring mobs over.

EquipmentWEAPONSWeapon: Bow, Crossbow or SlingshotSoulshards: Garnet (+Physical Attack)You don't need to pay too much attention to weapon type until the later stages of the game (where slingshots are considered the better PVE weapon, and crossbows the better PK/PVP weapon).

At level 19 you can get the 'Trial Crossbow' from your FB19, a weapon you will likely use until your early to mid 30s, from there you will want to be using 2star, 3star, or mold weapons and replacing every 5-10 levels generally. For a list of recommended weapons by level, see this link.

GlossaryPVP: Player Vs PlayerPVE: Player Vs Environment -- Monsters, bosses, FBs... any encounter where you are facing something other than a player, is considered PVE.TW: Territory Wars -- Guild Vs Guild, large scale battlesHP: Hit Points, your health... the red barMP: Mana Points, the blue barAggro: Term used to refer to a monsters attention, your abilities and attacks will generate 'aggro' or threat, and you have 'pulled aggro' when dealing enough damage to cause a monster to leave the player tanking it, and run after you.Grinding: Gaining experience by simply killing monsters over and over again... what you end up doing when you run out of quests.AOE: Area of Effect, any ability or spell that affects multiple targets within a given radiusKiting: basicaly 'hit and run', shooting a monster then running back to avoid being hit, hitting again etc, it often involves slowing the monster. The aim of kiting is to avoid being hit altogether.

This guide will be updated, revised, and continued for as long as it is being read, and put to use. Please feel free to make corrections and suggestions, and be as critical as you like. Feel free to ask questions, I check this thread quite regularly. If you've found this useful, leaving a comment to that effect will inspire me to put more work into it. Thankyou all so much for the feedback so far .